#include "Render.hpp"
#include <imgui.h>
#include <easylogging++.h>
#include "imgui_impl_sdl_gl3.h"
#include "Shader.hpp"
#include "AssetManager.hpp"
#include "Event.hpp"
#include "DebugInfo.hpp"
#include "GlobalState.hpp"
#include "World.hpp"
#include "GameState.hpp"
#include "RendererWorld.hpp"
Render::Render(unsigned int windowWidth, unsigned int windowHeight, std::string windowTitle) : timer(std::chrono::milliseconds(16)) {
InitSfml(windowWidth, windowHeight, windowTitle);
glCheckError();
InitGlew();
glCheckError();
PrepareToRendering();
glCheckError();
LOG(INFO) << "Supported threads: " << std::thread::hardware_concurrency();
}
Render::~Render() {
ImGui_ImplSdlGL3_Shutdown();
SDL_GL_DeleteContext(glContext);
SDL_DestroyWindow(window);
SDL_Quit();
}
void Render::InitSfml(unsigned int WinWidth, unsigned int WinHeight, std::string WinTitle) {
LOG(INFO) << "Creating window: " << WinWidth << "x" << WinHeight << " \"" << WinTitle << "\"";
if (SDL_Init(SDL_INIT_VIDEO) < 0)
throw std::runtime_error("SDL initalization failed: " + std::string(SDL_GetError()));
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
window = SDL_CreateWindow(WinTitle.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WinWidth, WinHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!window)
throw std::runtime_error("Window creation failed: " + std::string(SDL_GetError()));
glContext = SDL_GL_CreateContext(window);
if (!glContext)
throw std::runtime_error("OpenGl context creation failed: " + std::string(SDL_GetError()));
SetMouseCapture(false);
renderState.WindowWidth = WinWidth;
renderState.WindowHeight = WinHeight;
}
void Render::InitGlew() {
LOG(INFO) << "Initializing GLEW";
glewExperimental = GL_TRUE;
GLenum glewStatus = glewInit();
glCheckError();
if (glewStatus != GLEW_OK) {
LOG(FATAL) << "Failed to initialize GLEW: " << glewGetErrorString(glewStatus);
}
int width, height;
SDL_GL_GetDrawableSize(window, &width, &height);
glViewport(0, 0, width, height);
glClearColor(0.8,0.8,0.8, 1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glCheckError();
if (glActiveTexture == nullptr) {
throw std::runtime_error("GLEW initialization failed with unknown reason");
}
}
void Render::PrepareToRendering() {
//TextureAtlas texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, AssetManager::Instance().GetTextureAtlas());
AssetManager::Instance().GetTextureAtlasIndexes();
ImGui_ImplSdlGL3_Init(window);
}
void Render::UpdateKeyboard() {
if (ImGui::GetIO().WantCaptureKeyboard)
return;
SDL_Scancode toUpdate[] = { SDL_SCANCODE_A,SDL_SCANCODE_W,SDL_SCANCODE_S,SDL_SCANCODE_D,SDL_SCANCODE_SPACE };
const Uint8 *kbState = SDL_GetKeyboardState(0);
for (auto key : toUpdate) {
bool isPressed = kbState[key];
if (!isKeyPressed[key] && isPressed) {
EventAgregator::PushEvent(EventType::KeyPressed, KeyPressedData{ key });
}
if (isKeyPressed[key] && isPressed) {
//KeyHeld
}
if (isKeyPressed[key] && !isPressed) {
EventAgregator::PushEvent(EventType::KeyReleased, KeyReleasedData{ key });
}
isKeyPressed[key] = isPressed;
}
}
void Render::RenderFrame() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (isWireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (renderWorld)
world->Render(renderState);
if (isWireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
if (world) {
world->Update(timer.RemainTimeMs());
}
RenderGui();
SDL_GL_SwapWindow(window);
}
void Render::HandleEvents() {
SDL_PumpEvents();
SDL_Event event;
while (SDL_PollEvent(&event)) {
ImGui_ImplSdlGL3_ProcessEvent(&event);
switch (event.type) {
case SDL_QUIT:
LOG(INFO) << "Received close event by window closing";
isRunning = false;
break;
case SDL_WINDOWEVENT: {
switch (event.window.event) {
case SDL_WINDOWEVENT_RESIZED: {
int width, height;
SDL_GL_GetDrawableSize(window, &width, &height);
glViewport(0, 0, width, height);
renderState.WindowWidth = width;
renderState.WindowHeight = height;
break;
}
case SDL_WINDOWEVENT_FOCUS_GAINED:
HasFocus = true;
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
HasFocus = false;
if (GlobalState::GetState() == State::Inventory || GlobalState::GetState() == State::Playing || GlobalState::GetState() == State::Chat)
GlobalState::SetState(State::Paused);
break;
}
break;
}
case SDL_KEYDOWN:
switch (event.key.keysym.scancode) {
case SDL_SCANCODE_ESCAPE:
switch (GlobalState::GetState()) {
case State::Playing:
GlobalState::SetState(State::Paused);
break;
case State::Inventory:
GlobalState::SetState(State::Paused);
break;
case State::Paused:
GlobalState::SetState(State::Playing);
break;
case State::MainMenu:
LOG(INFO) << "Received close event by esc";
isRunning = false;
break;
}
break;
case SDL_SCANCODE_E:
switch (GlobalState::GetState()) {
case State::Playing:
GlobalState::SetState(State::Inventory);
break;
case State::Inventory:
GlobalState::SetState(State::Playing);
break;
}
break;
case SDL_SCANCODE_T:
if (!ImGui::GetIO().WantCaptureKeyboard)
switch (GlobalState::GetState()) {
case State::Playing:
GlobalState::SetState(State::Chat);
SetMouseCapture(false);
break;
case State::Chat:
GlobalState::SetState(State::Playing);
SetMouseCapture(true);
break;
}
break;
}
break;
case SDL_MOUSEMOTION:
if (isMouseCaptured) {
double deltaX = event.motion.xrel;
double deltaY = event.motion.yrel;
deltaX *= sensetivity;
deltaY *= sensetivity * -1;
EventAgregator::DirectEventCall(EventType::MouseMoved, MouseMovedData{ deltaX,deltaY });
}
default:
break;
}
}
}
void Render::HandleMouseCapture() {
}
void Render::SetMouseCapture(bool IsCaptured) {
if (IsCaptured == isMouseCaptured)
return;
isMouseCaptured = IsCaptured;
if (isMouseCaptured) {
SDL_GetGlobalMouseState(&prevMouseX, &prevMouseY);
}
SDL_CaptureMouse(IsCaptured ? SDL_TRUE : SDL_FALSE);
SDL_SetRelativeMouseMode(IsCaptured ? SDL_TRUE : SDL_FALSE);
if (!isMouseCaptured) {
SDL_WarpMouseGlobal(prevMouseX, prevMouseY);
}
}
void Render::ExecuteRenderLoop() {
EventListener listener;
listener.RegisterHandler(EventType::ConnectionSuccessfull, [this](EventData eventData) {
auto data = std::get<ConnectionSuccessfullData>(eventData);
stateString = "Logging in...";
});
listener.RegisterHandler(EventType::PlayerConnected, [this](EventData eventData) {
auto data = std::get<PlayerConnectedData>(eventData);
stateString = "Loading terrain...";
world = std::make_unique<RendererWorld>(GlobalState::GetGameState());
});
listener.RegisterHandler(EventType::RemoveLoadingScreen, [this](EventData eventData) {
stateString = "Playing";
renderWorld = true;
GlobalState::SetState(State::Playing);
glClearColor(0, 0, 0, 1.0f);
});
listener.RegisterHandler(EventType::ConnectionFailed, [this](EventData eventData) {
stateString = "Connection failed: " + std::get<ConnectionFailedData>(eventData).reason;
renderWorld = false;
world.reset();
GlobalState::SetState(State::MainMenu);
glClearColor(0.8, 0.8, 0.8, 1.0f);
});
listener.RegisterHandler(EventType::Disconnected, [this](EventData eventData) {
stateString = "Disconnected: " + std::get<DisconnectedData>(eventData).reason;
renderWorld = false;
world.reset();
GlobalState::SetState(State::MainMenu);
glClearColor(0.8, 0.8, 0.8, 1.0f);
});
listener.RegisterHandler(EventType::Connecting, [this](EventData eventData) {
stateString = "Connecting to the server...";
GlobalState::SetState(State::Loading);
});
listener.RegisterHandler(EventType::ChatMessageReceived, [this](EventData eventData) {
auto data = std::get<ChatMessageReceivedData>(eventData);
std::string msg = "(" + std::to_string((int)data.position) + ") " + data.message.text;
chatMessages.push_back(msg);
});
listener.RegisterHandler(EventType::StateUpdated, [this](EventData eventData) {
switch (GlobalState::GetState()) {
case State::Playing:
SetMouseCapture(true);
break;
case State::InitialLoading:
case State::MainMenu:
case State::Loading:
case State::Paused:
case State::Inventory:
case State::Chat:
SetMouseCapture(false);
break;
}
});
GlobalState::SetState(State::MainMenu);
while (isRunning) {
HandleEvents();
if (HasFocus && GlobalState::GetState() == State::Playing) UpdateKeyboard();
if (isMouseCaptured) HandleMouseCapture();
glCheckError();
RenderFrame();
while (listener.IsEventsQueueIsNotEmpty()) {
listener.HandleEvent();
}
timer.Update();
}
EventAgregator::PushEvent(EventType::Exit, ExitData{});
}
void Render::RenderGui() {
ImGui_ImplSdlGL3_NewFrame(window);
if (isMouseCaptured) {
auto& io = ImGui::GetIO();
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
}
const ImGuiWindowFlags windowFlags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings;
//ImGui::ShowTestWindow();
ImGui::SetNextWindowPos(ImVec2(10, 10));
ImGui::Begin("DebugInfo", 0, ImVec2(0, 0), 0.4f, windowFlags);
ImGui::Text("Debug Info:");
ImGui::Separator();
ImGui::Text("State: %s", stateString.c_str());
ImGui::Text("FPS: %.1f (%.3fms)", ImGui::GetIO().Framerate, 1000.0f / ImGui::GetIO().Framerate);
float gameTime = DebugInfo::gameThreadTime / 100.0f;
if (world) {
ImGui::Text("TPS: %.1f (%.2fms)", 1000.0f / gameTime, gameTime);
ImGui::Text("Sections loaded: %d", (int)DebugInfo::totalSections);
ImGui::Text("SectionsRenderer: %d (%d)", (int)DebugInfo::renderSections, (int)DebugInfo::readyRenderer);
ImGui::Text("Culled sections: %d", (int)DebugInfo::renderSections - world->culledSections);
ImGui::Text("Player pos: %.1f %.1f %.1f OnGround=%d", world->GameStatePtr()->player->pos.x, world->GameStatePtr()->player->pos.y, world->GameStatePtr()->player->pos.z, world->GameStatePtr()->player->onGround);
ImGui::Text("Player vel: %.1f %.1f %.1f", world->GameStatePtr()->player->vel.x, world->GameStatePtr()->player->vel.y, world->GameStatePtr()->player->vel.z);
ImGui::Text("Player health: %.1f/%.1f", world->GameStatePtr()->g_PlayerHealth, 20.0f);
}
ImGui::End();
switch (GlobalState::GetState()) {
case State::MainMenu: {
ImGui::SetNextWindowPosCenter();
ImGui::Begin("Menu", 0, windowFlags);
static char buff[512] = "127.0.0.1";
static int port = 25565;
static char buffName[512] = "HelloOne";
if (ImGui::Button("Connect")) {
EventAgregator::PushEvent(EventType::ConnectToServer, ConnectToServerData{ std::string(buffName), buff, (unsigned short)port });
}
ImGui::InputText("Username", buffName, 512);
ImGui::InputText("Address", buff, 512);
ImGui::InputInt("Port", &port);
ImGui::Separator();
if (ImGui::Button("Exit"))
isRunning = false;
ImGui::End();
break;
}
case State::Loading:
break;
case State::Chat: {
ImGui::SetNextWindowPosCenter();
ImGui::Begin("Chat", 0, windowFlags);
for (const auto& msg : chatMessages) {
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1,1,1,1));
ImGui::TextWrapped("%s", msg.c_str());
}
static char buff[256];
ImGui::InputText("", buff, 256);
ImGui::SameLine();
if (ImGui::Button("Send")) {
EventAgregator::PushEvent(EventType::SendChatMessage, SendChatMessageData{ buff });
}
ImGui::End();
break;
}
case State::Inventory: {
auto renderSlot = [](const SlotDataType &slot, int i) -> bool {
return ImGui::Button(((slot.BlockId == -1 ? " ##" :
AssetManager::Instance().GetAssetNameByBlockId(BlockId{ (unsigned short)slot.BlockId,0 }) + " x" + std::to_string(slot.ItemCount) + "##")
+ std::to_string(i)).c_str());
};
ImGui::SetNextWindowPosCenter();
ImGui::Begin("Inventory", 0, windowFlags);
Window& inventory = world->GameStatePtr()->playerInventory;
//Hand and drop slots
if (renderSlot(inventory.handSlot, -1)) {
}
ImGui::SameLine();
if (ImGui::Button("Drop")) {
inventory.MakeClick(-1, true, true);
}
ImGui::SameLine();
ImGui::Text("Hand slot and drop mode");
ImGui::Separator();
//Crafting
if (renderSlot(inventory.slots[1], 1)) {
inventory.MakeClick(1, true);
}
ImGui::SameLine();
if (renderSlot(inventory.slots[2], 2)) {
inventory.MakeClick(2, true);
}
//Crafting result
ImGui::SameLine();
ImGui::Text("Result");
ImGui::SameLine();
if (renderSlot(inventory.slots[0], 0)) {
inventory.MakeClick(0, true);
}
//Crafting second line
if (renderSlot(inventory.slots[3], 3)) {
inventory.MakeClick(3, true);
}
ImGui::SameLine();
if (renderSlot(inventory.slots[4], 4)) {
inventory.MakeClick(4, true);
}
ImGui::Separator();
//Armor and offhand
for (int i = 5; i < 8 + 1; i++) {
if (renderSlot(inventory.slots[i], i)) {
inventory.MakeClick(i, true);
}
ImGui::SameLine();
}
if (renderSlot(inventory.slots[45], 45)) {
inventory.MakeClick(45, true);
}
ImGui::SameLine();
ImGui::Text("Armor and offhand");
ImGui::Separator();
for (int i = 36; i < 44 + 1; i++) {
if (renderSlot(inventory.slots[i], i)) {
inventory.MakeClick(i, true);
}
ImGui::SameLine();
}
ImGui::Text("Hotbar");
ImGui::Separator();
ImGui::Text("Main inventory");
for (int i = 9; i < 17 + 1; i++) {
if (renderSlot(inventory.slots[i], i)) {
inventory.MakeClick(i, true);
}
ImGui::SameLine();
}
ImGui::Text("");
for (int i = 18; i < 26 + 1; i++) {
if (renderSlot(inventory.slots[i], i)) {
inventory.MakeClick(i, true);
}
ImGui::SameLine();
}
ImGui::Text("");
for (int i = 27; i < 35 + 1; i++) {
if (renderSlot(inventory.slots[i], i)) {
inventory.MakeClick(i, true);
}
ImGui::SameLine();
}
ImGui::End();
break;
}
case State::Paused: {
ImGui::SetNextWindowPosCenter();
ImGui::Begin("Pause Menu", 0, windowFlags);
if (ImGui::Button("Continue")) {
GlobalState::SetState(State::Playing);
}
ImGui::Separator();
static float distance = world->MaxRenderingDistance;
ImGui::SliderFloat("Render distance", &distance, 1.0f, 16.0f);
static float sense = sensetivity;
ImGui::SliderFloat("Sensetivity", &sense, 0.01f, 1.0f);
static float targetFps = 60.0f;
ImGui::SliderFloat("Target FPS", &targetFps, 1.0f, 300.0f);
static bool wireframe = isWireframe;
ImGui::Checkbox("Wireframe", &wireframe);
if (ImGui::Button("Apply settings")) {
if (distance != world->MaxRenderingDistance) {
world->MaxRenderingDistance = distance;
EventAgregator::PushEvent(EventType::UpdateSectionsRender, UpdateSectionsRenderData{});
}
if (sense != sensetivity)
sensetivity = sense;
isWireframe = wireframe;
timer.SetDelayLength(std::chrono::duration<double, std::milli>(1.0 / targetFps * 1000.0));
}
ImGui::Separator();
if (ImGui::Button("Disconnect")) {
EventAgregator::PushEvent(EventType::Disconnect, DisconnectData{ "Disconnected by user" });
}
ImGui::End();
break;
}
case State::InitialLoading:
break;
}
ImGui::Render();
}